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Pixels are not square.

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Kevin G (@applesaucers) on Twitter pointed out this astutely argued article (AAA, truly), that explains why modern ideas of "pixel art" are so wrong-headed. http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf22

In sum, what we're seeing is not what we're intended to see. Pixels aren't square; they're overlapping fuzzy points, that are fed into a display system. And the pixels designed for a CRT are designed for the artifacts and properties of a CRT display. For instance, the strawberries in Pac-Man
[Image: 582733d07b6f10cd970f77ab13c8221c2ba2c12d.jpg]

There are no white dots in this sprite...or are there? 


We're not meant to see the raw pixel data any more than we're meant to read raw code unless we're researching how a thing was programmed, or listen to the raw takes of a band's recording before they're engineered into an album. I mean, you can -- but if you do that you know what you're getting into. And for older games, I don't think many people do know.

To that end, post your favorite examples of things that look just fine or otherwise great on a CR, then then dissolve into bland puddles of color if you look at an array of the raw pixel data.


Samus Aran
[Image: 4e19baf399779d90581b6761889d63ffebf3af65.png]


Ninja Gaiden 1

The green is meant to melt away and turn into cracks, accents, shading. The orange is supposed to bloom and become a highlight. Look at the texture and details in her helmet, in the cook of her knees. Look at the awesome shading on her gun arm. Look how you can actually distinguish her shoulder, and the parts of her gun arm. And then look at the undifferentiated mosaic that the purists will call perfect and clean. Missing so much of the intended signal.
Just, the bricks. Man, look at the difference. How many colors, how much texture, are we missing out on?
[Image: 91c62c204ccbac28dd0fc758fd9d8732757a11a1_1_427x500.png]



Also, this illustrates how solid outlines are meant to work for NES games. In an emulator, Ryu looks like a Colorform19being shifted around on the backdrop. On an actual NES, on an actual TV, he has shading and detail. the outline serves both to differentiate his anatomy and to blend him into the backdrop -- as opposed to set him apart, as it does on your LCD monitor.


[

I am including some other examples:
Teenage Mutant Ninja Turtles (arcade)
[Image: tmnt_source.jpg]
[Image: tmnt_HLSL_reisze.jpg]

Without scanline and CRT filtering, it looks like the turtles themselves are odd, blotches of color with shading that makes parts of them look bizarre if not grotesque. The foot clan fight in a sewer over an abyss of empty purple space. The sewer walls and extra items look too new and unworn and stand out oddly. With filtering, the foot are now clearly standing in a mess of filthy sewer water. The pipes and walls behind the turtle have become appropriately worn. The turtle himself looks smooth and like a cartoon character, the shading and details blending together.



Golden Axe (arcade)
[Image: goldx_source.png]

By all accounts, most of the pixelart from games of this era doesn't jive spectacularly well with the aesthetic focus of modern pixelart. They look bright, un-contrasted and fuzzy with a softness that recalls childlike enjoyment and pumping quarters into a machine eternally. The fire stands out in the first image: it is a collection of square textures of different colors that give the appearance of fire but the hardness of the graphics stand out and make it look like a mess.

[Image: goldx_hlsl_resize.jpg]
But like this, contrast that previously didn't exist is there: the scales of the creature our bikini-lady is standing on become more prominent and the grooves darker. The fire is an spectacular side to behold, brilliant and textures and filling up the whole screen.

Sharing My Music and Sound FX - Over 1000 Tracks

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Hi everyone,

I've created over 1000 tracks of music and sound effects that you are welcome to use in your games. It's all original...all my own work. All I ask is to be attributed as indicated on my homepage:

http://soundimage.org/

I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated.

All the best,

Eric

Anyone been able to successfully rip from Storm 3/4

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I own both games and used the CriPakTools-master on them but they only went as far as to give me a .xfbin file. Not to sure what to do at this point so can anyone help me out. All I need is the Taka Sasuke model (Akatsuki Sasuke) so if anyone happens to own it and is willing to share that'd make things 100x easier for me

Smash Bros. 64 Model Rips

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Super Smash Bros. for Nintendo 64 is one of my all-time favourite games from my childhood.  The models sure look a bit strange, but they interest me very much. So I've learnt how to rip them, from characters, to stages, to items, etc. At least 25 of them are in submission on the Models Resource right now, and I think there's like, hundreds of other models in submission too, so let me know if you want to take a look at a few.

The models that are available on the website right now... don't look right. Most of the characters aren't t-posed, and the textures are stretched and incorrectly placed. In my opinion, my method of texturing models seems to be more accurate. I'll give a tutorial someday on how to achieve this. If you want the GameShark code that turns off animations for characters and stages, it's 8000CD08 0010, for the US version.

I'm not too good at explaining things, but you're here for the models, so I'll give a list of them.

Approved models
(These have replaced previous models, and the preview/icon is yet to change, but they are t-posed, and Ness has his bat and an extra set of hand gestures, and Ness and Link both have alt. costumes)
Models in submission
  • Captain Falcon
  • Jigglypuff
  • Luigi
  • Mario

  • Donkey Kong Entrance (The barrel he jumps out of in his on-screen appearance, it's just like the item but it has a different texture)
  • Ness Entrance (The "Teleport" effect, where his face looks like it's burnt)
  • Stone (Kirby's Down Special)
  • Roll (Samus's two models in her rolling animation)

  • Peach's Castle
  • Mushroom Kingdom

  • Star Rod
  • Home-Run Bat
  • Fire Flower
  • Capsule
  • Barrel
  • Ray Gun

  • Fighting Polygon Pikachu
  • Fighting Polygon Samus
  • Fighting Polygon Kirby
  • Fighting Polygon Jigglypuff
  • Fighting Polygon Donkey Kong
  • Fighting Polygon Captain Falcon
  • Fighting Polygon Ness
  • Fighting Polygon Yoshi
  • Metal Mario (This may not get accepted, the texture is rendered somewhat differently in-game and this model looks very dark)

  • Bedroom (The very first scene in the intro, with the bed, the desk, the stereo, all the stuff on the desk, etc.)
  • Stage (The Peach's Castle-like stage that is formed on the desk after Master Hand drops a character down and counts down from three)
  • Field (Where Mario and Kirby are facing each other, near the end of the intro)
  • Link (The Link that appears in the intro, playing his ocarina. The differences between this Link and the Link in gameplay are his face, being more detailed, the ocarina which is 3D modelled, and he has two swords in his t-pose for some reason)

  • Series symbols (These appear behind the characters in the results screen, or when viewing character biographies)

I've attempted at other stuff no one has looked at before, like low-poly models and skeletons, but I need more work on those. Hope you enjoy!

Hello

Verylate introduction ;/

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Hello!im-a Rodolpho! Cry










Hello!








Dudes!

Is this possible?

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Ok, I was wondering if it was possible to take a 3D model from a video game. Like actually go download a Nintendo Gamecube ROM and extract a model from it. Like for example: I want Isle delphino from Super Mario Sunshine. How would I be able to accomplish this? Or is it even possible?

Thanks!

Linebeck Smile

Delphino Plaza* Is what I meant to say.

Help me improve these human enemy battle sprites

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EDIT: Evidently I don't know how to post images. Maybe it's the source. I'll post links too.

I'm working on the enemy battle sprites for my RPG. The game uses a front-facing/Dragon Quest style view.

As a reference, I made this mockup of a few enemy animal sprites here.  I'm pretty happy with these animals, it's the humans I'm not satisfied with. But if you have suggestions for these animals, don't hold back.

(Image Large)[Image: s1kg9m7nl.png]

 [img]blob:http://pasteboard.co/3b36683c-9141-4c06-961c-f666a0172416[/img]
http://pasteboard.co/s1kg9m7nl.png

The actual resolution I'm working with is 398x224

(Image Small) [img]blob:http://pasteboard.co/d24ac711-8e60-43e3-bc11-1933ec4afa88[/img]
http://pasteboard.co/s1nESwm7q.png

And here the humans - some fighting friars (don't ask).  They're not awful, but I wish they were better. The faces look just too pixelated somehow. Not sure what I can do.

(Image Large)  [img]blob:http://pasteboard.co/cc8a7747-56c8-428a-946a-688ffb7d15c2[/img]
http://pasteboard.co/s1qC63E0O.png

(Image Actual Size) [img]blob:http://pasteboard.co/39cf2e9c-f06f-4d20-8997-eb283ddab26f[/img]
http://pasteboard.co/2NJBzBtLc.png

Helping with extracting Sounds from Aksys/Arc System Works games?

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I don't have much knowledge regarding the processes of extracting data from game files out side of easy to understand tutorials and programs designed to tackle specific formats throughout my life. But now I have hit a wall when a particular game, BlazBlue: Central Fiction, is contained within one file. The name of the file is bddata.bin, which is have researched and it is supposedly a format Arc System Works/Aksys Games has been using for their game releases. Problem is that aside from the videos being located outside the folder, I can't access anything else within the game. Is there anything I can do or some program as to which to decrypt the files so I can actually get into the bgm portion to extract? If it helps, I've learned that someone who decrypted a Persona 4 Ultimax got file names from messing with the TOC of the eBoot.bin for the game, not that I know how to do any of that, but I figure any info helps to anyone more experienced in this field. As far as the file in question, it's about 13GB big, so it might be difficult to upload without knowing what free site I could send it to that would be convenient to whomever wants to tackle it that way. Or if I could be taught how to decrypt it, I could try and take a shot at it too. I appropriate any help I could get. Was planning to do this with Chrono Phantasma Extend as well, but at the moment, Central Fiction is Priority to me. I would use my PS4 copy, but I'm in the same or even worse position as I have no clue and found no tool that helps me even remotely to decrypt ps4.pkg files. I figure that if I could get through that, I could get better quality sound, but I just think they just tossed the videos in there and made it one install-able file which totals to 19Gb.

UE4 Retargeting Animations for Pokemon ORAS Character Rips

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Hi all,

I was wondering if anyone has come across this problem before:

I can't seem to animate the rip of Brendan from Pokemon ORAS. 
I've tried synching the set up rig and retargeting it to the humanoid animations already in UE4, but it messes up and just gives him super big hands.

Has anyone tried using the rips in UE4 and got them to animate propery?

Cheers

Need help or need somone to rip these models.

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Trying to rip some models from hotwheels battle force 5 game but can't figure out how I need help or somone to do it. I am trying to rip Saber and zelix as well as the mobi (mobi can be found on first level (practice level)

Informational Game Sites

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I'm just curious about what what sites (or channels, or podcasts, etc) people here like to frequent and consider reliable sources for video game information. Mostly I mean current video game news or reviews, but other types of interesting information are also acceptable. What do you recommend?

Ripping from this PS3 game?

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I downloaded a game 'Dynasty Warriors Gundam 3' for PS3 online and when I extracted it instead of getting an ISO I got these 3 weird files along with a bunch of other small files (https://s18.postimg.org/mt2zp4f21/Dynast...iors_3.png). I'm not interested in playing the game, only ripping the sounds from these files so I was hoping there was a way to get PSound to work for them or if there's any other method availble that'd be great

Edit: So I found out how to make it into an iso and PSound actually works on it now. I'd delete this thread but idk how

Flicky: Genesis Sprites

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Hello, these are my rip sprites from Flicky game of SEGA
[Image: header.jpg]
Flicky Sprite:
[Image: Vn7EnFN7CApbbOQftAkwU5qI6qlqL-pFLNqoCuwk...126-h20-no]
Soon more!
No need credits if used

SAO Hollow fragment, Hollow realization. possible to rip?

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Hey there guys, so I have started another project in the SAO world, I'm trying to see if it is possible to rip the models from the PSVITA game SAO hollow fragment or the new game hollow realization. unfortunately they are both for PSvita and PS4 not PS3 or PSP. how ever they are both made by the same company and format I believe, a lot of the models just look like slightly improved models of the original infinity moment.

Please let me know if any of you know how to rip from Vita or ps4 games, I do not have a PS4 but i do have a vita. Thank you for any help that can be offered.

Super Brawl Sprite Ripping Project Helping.

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Hello People. I Vinny Rocchio, Needs Help With The Sounds and Sprites For The Super Brawl Series.

There Is 2 Ways I Can't Rip The Sounds And Sprites

1. Some How, I Can't Even Rip The Sounds And Sprites From The Super Brawl Series. And I Mean Any.

2. I Can't Use The Decompiler, Because It Shows Up A Blank Screen.

Ripping The Sprites and Sounds For Me, I Can't Even Do It. I Need Help From People Who Can Rip Sprites and Sounds From Online Games.

I'm Made A List For The Game Links So You Should Find The Games Easy, And Rip The Sprites and Sounds.

Super Brawl 1: http://www.doublegames.mobi/swf/super-br...-brawl.swf / http://www.gamestre.com/super-brawl-1/

Jingle Brawl: http://www.gamegape.com/en-2023-jingle-brawl.html

Super Brawl 2: http://www.nick.com/games/data/nickelode...l/game.swf / http://www.gamestre.com/super-brawl-2/

Super Brawl Summer: http://cdn.flash.games235.com/gf/publish...summer.swf / http://flashgame90.com/game_1220_Super-B...ummer.html

Super Fall Brawl: http://flashgame90.com/game_1218_Super-Fall-Brawl.html / http://www.7k7k.com/swf/52421.htm

Super Brawl 3: http://www.nick.com/games/super-brawl-3.html

Super Brawl 3: Just Got Real: http://www.nick.com/games/super-brawl-3-...-real.html

Super Brawl 4 (It's A html5 Game): http://www.nick.com/games/data/nickelode...l-4/html5/

Scary Brawl (It's A html5 Game): http://kbhgames.com/scary-brawl/

Super Brawl World (It's A html5 Game): http://www.nick.com/games/nickelodeon-su...world.html

And I Will Make A List For the games You Have Done Ripping Sprites And Sounds from The Games. I'll Cross them Out When You Are Completed Ripping The Games.


Super Brawl

Jingle Brawl

Super Brawl 2

Super Brawl Summer

Super Fall Brawl

Super Brawl 3

Super Brawl 3: Just Got Real

Super Brawl 4

Scary Brawl

Super Brawl World

By The Way, Have Fun Ripping The Super Brawl Sounds And Sprites! --- Vincenzo

Favorite hero(es) in Overwatch

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Post here to talk about your favorite hero(es) to use in Overwatch. My favorites would have to be Pharah and D.Va. Pharah because her rocket launcher hurts more than a Dragonstrike to the balls, and D.Va because she's just a lot of fun to use.

Pokémon: Play It! .pak files

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The graphics and sounds for this game are stored in .pak files. Dragon Unpacker can extract the files, but there's a huge problem: it doesn't find all of them. Just for an example, there 151 Pokémon cries, but it only gives me 25. Is there some other way of extracting the files?
Here's the file.

Need help with ripping SM3DW course elements!

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Whenever I try to extract textures from course elements (Parts that make up a course that are in the ObjectData folder, usually in appropriately named sections) using quickbms and the BFRES texture ripping script, it doesn't dump any gtx files. If you're curious to what I'm ripping, it's the Bowser train from the Bullet Bill Express level. Could someone help me? (preferably making a new bms script altogether)

The green pegasus's submission thread

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Decided to make a thread here to showcase all the sprites that I have taken all the free time that I could to rip, assemble, and organize. I've been ripping a lot of things (And I still am), so expect to see this thread get bumped frequently. Wink

To start things off, here are some rips from Stage 2 of Ocean's The Untouchables for the SNES:
Elliot Ness:
http://imgur.com/a/kV4JU
Enemies:
http://imgur.com/a/0GfzL

BTW, does anyone here know how to upload images on your posts without them appearing as broken images?
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